Ackbar's Muscle

By LostFleet, in Star Wars: Armada Fleet Builds

Empire always have the bigger ships and heavier armament against the Rebels. Once I wanted to create a Rebel fleet with a punch. I never topped up two capital ships this way, it should be fun play, all eggs in one basket sort of fleet. I was wondering if I could add more punch to it?

So here it is, in honor of late Ackbar,

Ackbar Muscle (400/400)
Rebels

Commander: Admiral Ackbar

[flagship] MC80 Assault Cruiser (114)
- Admiral Ackbar (38)
- Defiance (5)
- Reinforced Blast Doors (5)
- Early Warning System (7)
- High-Capacity Ion Turbines (8)
- Strategic Adviser (4)
- Engineering Team (5)
- Quad Turbolaser Cannons (10)
= 196 total points

MC80 Liberty Star Cruiser (96)
- Mon Karren (8)
- Overload Pulse (8)
- Lando Calrissian (4)
- Engineering Team (5)
- H9 Turbolasers (8)
- Enhanced Armament (10)
- Gunnery Team (7)
= 146 total points

Squadrons (58/134):
1x Wedge Antilles X-Wing Squadron (19)
3x X-Wing Squadron (39)

Liberty's aren't much use with Ackbar. Even with him, they are throwing less dice out of their sides than their front. You'd be best served to try and fit in another Home One cruiser.

1 hour ago, schmidty1701 said:

another Home One cruiser.

I don't have another ?

Defiance won’t work well with only three activations. If you don’t have a second Home One type (Same here), how about an MC75? Liberty is a bad fit.

Try something like this:

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Defiance ( 5 points)
- Strategic Adviser ( 4 points)
- Engine Techs ( 8 points)
- Early Warning System ( 7 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 192 total ship cost

MC75 Armored Cruiser (104 points)
- Lando Calrissian ( 4 points)
- Caitken and Shollan ( 6 points)
- Hardened Bulkheads ( 5 points)
- Electronic Countermeasures ( 7 points)
- Enhanced Armament ( 10 points)
- Heavy Ion Emplacements ( 9 points)
- External Racks ( 3 points)
= 148 total ship cost

GR-75 Medium Transports (18 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 23 total ship cost

1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
= 33 total squadron cost

Even without going "full swarm", just adding with two TCR90 (CR90 A, with Turbolaser Rerout Circuits) will complement your MC80 nicely. That's 2 activations, 3 or 4 dices from the side, with a guaranteed 2 damages (so a credible average of 4 damages per shot) and they are pretty tough if you manage to navigate and keep them out of blue dice range.

Regarding your squadron, I'd would also recommend going A-wing. These things are aweful for your opponent, and contribute almost as well as X-wing on anti-ships if there is no squadron on the other side of the board.

Points: 395/400
Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] MC75 Armored Cruiser (104 points)
- Admiral Ackbar ( 38 points)
- Aspiration ( 3 points)
- Strategic Adviser ( 4 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 177 total ship cost

MC80 Assault Cruiser (114 points)
- Home One ( 7 points)
- Raymus Antilles ( 7 points)
- Projection Experts ( 6 points)
- Electronic Countermeasures ( 7 points)
- Advanced Projectors ( 6 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 156 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
- Quad Laser Turrets ( 5 points)
- Comms Net ( 2 points)
= 34 total ship cost

GR-75 Medium Transports (18 points)
- Leia Organa ( 3 points)
- Quad Laser Turrets ( 5 points)
- Comms Net ( 2 points)
= 28 total ship cost

-------------------------

Aspiration is the tip of the spear - super-powering its shields with help from Home One's Projection Experts. It'll spam Concentrate Fire's and receive Navigation tokens (or a Nav command from Leia) from one of the GR-75's. Strategic Adviser give the list a 5th activation.

Home One follows Aspiration granting free accuracy's , alternating Repair's and Concentrate Fire's, and receiving Nav tokens (or commands) from the GR-75's.

The GR-75's hide on the far side of the MC's and send out Nav tokens/commands as necessary. Toryn Farr keeps the Quad Laser Turrets going and empowers any necessary anti-squadron shots.

If the opponent takes first and selects Advanced Gunnery, you give Home One the second shot. If the opponent selects Contest Outpost you can let them come to you as you slowly circle the station. If the opponent selects Solar Corona you dive bomb the side of the board and put yourself between you and the sun.

13 hours ago, LostFleet said:

I don't have another ?

Haha. MC30C?

5 hours ago, schmidty1701 said:

MC30C

Sorry but nope,

I have both 80s and 75

This was my Store Champ list. It really bullies large ships. Caitken and Shollan just means I go for pure damage using Intel officer on the brace with a high chance of 5+ damage every attack.

Ackbar Champ (394/400)
Rebels

Commander: Admiral Ackbar

[flagship] MC80 Assault Cruiser (114)
- Admiral Ackbar (38)
- Defiance (5)
- Early Warning System (7)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Strategic Adviser (4)
- Engine Techs (8)
- XI7 Turbolasers (6)
= 193 total points

Assault Frigate Mark II B (72)
- Electronic Counter Measures (7)
- Intel Officer (7)
- XI7 Turbolasers (6)
- Caitken and Shollan (6)
= 98 total points

GR-75 Medium Transports (18)
- Bright Hope (2)
- Comms Net (2)
- General Draven (3)
= 25 total points

GR-75 Medium Transports (18)
- Comms Net (2)
- Leia Organa (3)
= 23 total points

Squadrons (55/134):
1x Shara Bey A-wing Squadron (17)
1x Tycho Celchu A-Wing Squadron (16)
2x A-Wing Squadron (22)

Ackbar really wants to see a plethora of small-base ships to command, considering the expense of his ability. 4 extra dice a turn until he dies isn't worth 30+ points. I've got 3 MC-30s and I might try spamming them alongside some CR-90s as my next attempt at MSU.

21 hours ago, Astech said:

Ackbar really wants to see a plethora of small-base ships to command, considering the expense of his ability. 4 extra dice a turn until he dies isn't worth 30+ points. I've got 3 MC-30s and I might try spamming them alongside some CR-90s as my next attempt at MSU.

It is all about quality vs Quantity. I can only use ackbar on 2 attacks sure, but that means 2 Five or more dice at long range with XI-7. C&S for rerolls. Plus both ships are pretty durable. Though CR-90s are pretty nasty with Ackbar.

33 minutes ago, TallGiraffe said:

It is all about quality vs Quantity. I can only use ackbar on 2 attacks sure, but that means 2 Five or more dice at long range with XI-7. C&S for rerolls. Plus both ships are pretty durable. Though CR-90s are pretty nasty with Ackbar.

You could accomplish the same thing with a Cymoon ISD equipped with Gunnery teams and Spinal Armament. It'd cost just over half as much, and gives you a lot more ship for your opponent to kill, and also doesn't require an Admiral to function. Those extra two/four reds a turn will do just about diddly squat to an ECM + Brace ship, and that you're still 2-shotting a CR-90 or equivalent MSU ship, so gaining the extra 2 dice each is pretty insignificant.

On the other hand, getting 12+ extra reds a turn on CR-90s with TRCs and transports is both quality and quantity on a build that is collectively more durable and difficult to approach. It even gives you enough spare points for a decent squad ball.